Dang lol that’s alot of stuff going on. Thanks for sharing. I’ll try sorting things out and see if that works for me.
Also, I just realized there’s two types of values. The regular one (which I’ve been using) and the one with properties (correct one). Thanks for pointing that out as well! Haha
Okay, I isolated the part that’s supposed to be animated. The problem is that the panner either shoots really fast (0.05) or doesn’t move much (0.04). Not sure what’s going on with the values. It pans, but its acting weird.
Looks like the problem is that the 2nd frame after 0 jumps to 5 suddenly. No matter what I do it always jumps to 5 even though the curves are completely flat… Am I missing something? Or is this some kind of bug?
Interesting. I don’t have an answer to this. This is basically the same setup I have, and it’s working on my end. One thing to know though, is that if you have SF open, it’ll render twice as fast in your editor. But I doubt that’s the issue you’re having now.
Also, little update on the effect. I’m a bit out of ideas about it, now.
Wowww! Looks so good man! The shards are a lot more successful to me with this new version. Only thing that sticks out for me right now is the beam of light. It caught me off-guard just because it is so powerful. The timer helps me understand that something is going to happen, but it may benefit from something else to indicate an increase in energy that is about to explode. It works, it just needs a proper buildup to that moment. In my head thinking lux’s R is a great example of that. You get a real sense of what is about to happen with the timing of elements. Adding a secondary buildup of some sort could help solve that imo ^^.
Thanks a lot! I’ll try that for the next update then.
By the way talking about Lux… This is a bit out of subject, but I would appreciate some feedback on this Lux Ultimate I made some time ago: https://www.youtube.com/watch?v=MelZY_2hbKM
If you do provide some feedback, please do so by mp, so that this thread does not go off-topic.
Looking great mate! The only things I’d change are:
The line where the ring spawns from looks too round and soft, I’d make it tighter and square-ish, and make it disappear as soon as the ring completes.
The ring itself - I’d only use the pattern on it after the portal spawns. I really like this look, so I’d keep it until the ring completes:
When the portal shatters towards the end you have very few large shards and a lot of tiny ones, and nothing in between, and it spawns from the very center. I’d make the emitter larger, put some more medium sized shards in there and a few chaotic small ones.
Also, my good resolution for 2017 is to share my Unity stuff publicly, and I’ll start with this Portal. Here’s a Unity package that contains everything you need to play it: meshes, shaders, textures, etc. Keep in mind I did not do an optimization pass on it, so shaders are not really the best, and some textures could definitely be in lower resolutions… So if you plan to use the resources for an actual game/project, make sure you optimize them first.